pbe 8.9 - Thoughts on Mages Nerfs - A Better Way!
So the PBE notes speak of what amounts to Mage heresy, they're nerfing our regen again! It seems they don't like mages not going OOM, but they don't get it; going OOM is literally the worst thing to happen to a mage, because unlike ADCs when we go OOM we do literally no damage. We are basically worthless until we go back. This is why you've had such a hard time stopping mage players from abusing certain items to be effectively resource-less. We already have to contend with several issues: a myriad of skillshots, the fact most mages are super squishy and therefore everything is a threat, The fact Magic resist does effectively stop us from scaling in late game in most cases, and so on. Not having to worry about mana allows us to allocate more intellectual real estate towards those other parts of the game.
I Do Agree that Mana Needs to Matter, However. But the current changes as I see it will cause more harm than good. I wish to propose an alternative solution that will also improve the game play for not only mages, but also Supports, Junglers, ADCs, Tanks, Bruisers, and Assassins as well. The whole "running out of gas" experience with mana is not really fun for anybody, but in A fight it is important for their to be limits to resources so we don't become a monster down the line. I think we can have those limits while also allowing players to recover in a timely fashion to allow them to re-engage and get back into the fight. The current proposed changes on the pbe are non-interactive and will hurt overall gameplay because people will spend less time fighting and less time engaging because they don't want to run out of mana. My changes will allow people to recover there resources outside of a fight but have clear limits when they begin a fight.
My Proposal: Mana will no longer passively regenerate, instead mana will only regenerate after not casting spells or abilities for 15-5 seconds (depending on the current time in the match). This regeneration rate will be much higher than it is on live with a proposed amount being 1% of your total mana recovered every second. The effectiveness of this regeneration will be reduced by 50% if the player is in combat, which means harassment is a legitimate method to diminish another player's ability to fight in lane. Different Runes and items would alter how mana regeneration works: All jungler items would allow 50% of this regeneration to occur while fighting jungle monsters, In the Sorcery line of runes: Manaflow Band would now increase the effective rate of recovery by 0.5% everytime you hit a target with a spell when it's buff is active (up to 5 times for +2.5% bonus regeneration), In the Inspiration line of runes: Cosmic Insight will reduce the time before mana regeneration can occur after casting abilities by 50% (so 7.5 - 2.5 seconds).
An example of how mana regeneration would work:
level 1
505 health
392 mana
mana regen: 3.92 mana recovered every second or 19.6 mana per 5 (in combat: 1.96 mana per second or 9.8 mana per 5)
his mana regneneration out of combat would be 1% of 392:
With the proposed changes in mind, this would allow even tanks and Assassins to remain in lane for longer and would also put a limit on resources in combat. Mages would likely still build mana items as they have many high cost spells and would want to be able to cast them as frequently as possible. To counteract the idea of all mages stacking mana to eliminate resource costs I'd propose than you nerf the AP values on mana heavy items so there is a significant tradeoff to stacking mana; the only mages who would circumvent this change would be mages that are designed to cast frequently and already scale accordingly off mana, champions including both
and
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What do you guys think? Thoughts? Comments?
Aoe, slow, stun.
Aoe , stun, slow
slow , push away passive, aoe
speed boost(instead of slow ) , E displacement
slow and blindness , aoe
slow aoe E, root, slow(ult)
slow and root
speedboost (no cc ok but speed boost is as good as slowing someone else)
slow and knockup
slow and aoe
slow (strong slow) and aoe
slow and blind
aoe, aoe, team speed boost. (which is like you slow every enemy)
slow, knockback , aoe
slow and aoe
root, slow
stun or knockback, speed boost
root
who just buys
and spams his Q while slowing you.